Defense Grid

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Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Defense Grid


Each spell costs more to cast except during its controller's turn.

RiotRunner789 on Void Shatter's Thousand Virulent Cuts

3 weeks ago

I'd swap Graceful Adept for Library of Leng. Cheaper, harder to remove, and added bonus against discard.

Cancel for any other counterspell. There are plenty of 1UU with upside such as personal favorite of mine, Admiral's Order. Rewind, Dissipate, Unwind and Negate are also solid budget options. Personally not a fan of Mana Leak-esk counters since if an opponent has a ton of Mana, they become useless. Also, Defense Grid is an odd choice for a blue deck since it hurts your own counters on your opponents turn.

I'd consider trying to find room for a card or cards like Coastal Piracy, Bident of Thassa, and The Indomitable.

Single protection to consider, Mithril Coat is amazing, Commander's Plate always pulls a ton of weight in mon color (may hurt commander's unblockable agaimst another monoblue but otherwise really helps), Dive Down not amazing, just a pet card when it was in standard.

darkemoji on Titans, The Clean-Up Crew

3 months ago


A) Just another mana rock with sub-utility, acting as an equipment mid-to-late game.

B) Considered in the original decklist, however I've been favoring non-basic lands that offer side tech for the deck.

C) Not sure about this one. Nonbo with Abstruse Archaic and our own commander Kozilek, the Great Distortion.

D, E, F, G) Appreciate the thorough evaluation here of Chimil, the Inner Sun. Will play around your other suggestions against counterspells/interaction with Defense Grid and/or Cavern of Souls. For sure, I would consider these cards over Conqueror's Flail.

H) Noted! Might switch The Immortal Sun for Blinkmoth Urn.

I) Metalworker Very good card that ramps hard and can combo off with certain pieces in play. Current decklist runs pretty well without it due to the amount of fast mana, mana rocks, and cost reducers that are already in the deck.

Profet93 on Titans, The Clean-Up Crew

3 months ago


  1. Got you, wasn't sure of intended power level but I saw some combos and thought you might want more. I will say, most people who do play against stax would prefer for that user to have combos to end the game rather than suffer. Nevertheless, noted.
  2. As above
  3. Expedition map could find you blinkmoth well which is nice.
  4. Great
  5. The combo is fun but yes, niche. But Karn himself is great. In EDH, people are bound to have lots of mana rocks. But if it isn't for you, I understand.
  6. Perfect swap

A) What is the purpose of The Irencrag?

B) Darksteel Citadel - Artifact count increase

C) Cursed Totem - Only anti-synergy with one card in your deck and can stop mana dorks and other pesky abilities. Pairs well with torpor orb.

D) Regarding your question if Chimil, the Inner Sun, I suppose it would depend on your meta's amount of blue players. My issue with it is that it, itself can be countered. My other issue is that sometimes there is a card thats 6cmc+ and you lose it because of it. It can produce some value for sure. If you're really worried about blue, then perhaps add some of the following....

E) Cavern of Souls - Easiest solution

F) Conqueror's Flail - Might not be the best but forces interaction pre-combat. Not just anti-blue either.

G) Defense Grid - The least impactful but easiest to use. You only have one instant and you don't need to equip anything.

Do be aware that they can still activate abilities, just not cast spells. Cursed totem could fix that of course, just worth mentioning. I love your numbering system, great job.

Other cards in your maybeboard worth including are....

H) Blinkmoth Urn - Synergy with blinkmoth well and will always put you ahead of everyone else.

I) Metalworker - Assuming this is due to $ or power limiting reasons?

AudderPop on Dream Nauseam ($50⁰ ɕƐðɧ)

4 months ago

Snuff Out and Force of Despair unfortunately work the opposite way of how we want; although they're cheap to cast in reality, their CMC is high, so they hurt us a lot to draw off Ad Nauseam. Cavern of Souls and Cabal Ritual are both solid options to proxy in for the cEDH sideboard, as they're both useful but way outside of what I'd actually spend money on. Defense Grid is in the middle sweet spot where it's not a super expensive card and I can see how it improves our combo; it probably limits the number of counterspells our opponent can hit us with while we're comboing off to two max, which is nice :)

Thank you for the suggestions!

Profet93 on Dream Nauseam ($50⁰ ɕƐðɧ)

4 months ago

AudderPop +1

Defense Grid is also a potential consideration for combo protection.

Cavern of Souls for your commander. After you play this deck once, anyone worth their salt is gonna try to counter your glass cannon. This provides extra protection against blue.

Snuff Out Removal

Force of Despair can this work?

nbarry223 on Ways to STOP T0 GRIEF/FURY …

5 months ago

While not a t1 or t0 answer, I’ve always liked copy creatures like Phyrexian Metamorph to answer Fury, letting us 2 for 1 on the backend essentially.

As far as answers, the best I’ve got is Surge of Salvation or Sanctifier en-Vec/Defense Grid/Void Mirror/Elesh Norn, Mother of Machines if we can ignore the turn premises.

As far as other cards, there’s things like Silence that stops them from casting further spells if played before they resolve, otherwise the reanimate effects can just be used in response.

There’s also all the various 1 mana counters. I don’t really know of a good answer to the turn 1 double Grief - it is pretty suppressive honestly.

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